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Killzone: Shadow Fall preorders outpacing Forza 5 and Ryse says analyst. Also says Knack and DriveClub aren't gaining the same consumer interest.

http://www.videogamer.com/ps4/killzone_shadow_fall/news/ps4-exclusive_killzone_shadow_fall_pre-orders_outpacing_forza_5_and_ryse_analyst.html



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Virtually the same as what Nnodley posted, but has some more info on other games to give further context.

Analyst Firm has Call of Duty: Ghosts as the Most Pre-Ordered Game Since E3 2013, Killzone: Shadow Fall #1 PS4 Exclusive

July 30, 2013 Written by Jason Dunning

Analysts are usually met with a lot of hesitation when it comes to pre-order numbers and sales, but analyst firm Cowen & Co believes they have a 96%-97% accuracy rate in the past two years, with their data coming from analysis of NPD sales data and Amazon.com best-seller info from previous years.

So, when we tell you about the pre-orders numbers they’re reporting right now – which have been tracked since E3 in June – they won’t be exact, but are accurate estimations based on available data.

Unsurprisingly Call of Duty: Ghosts is at #1, even outpacing the numbers of Call of Duty: Modern Warfare 3 from two years ago. A little further down the list at #4, Battlefield 4 is ahead of Battlefield 3, with Watch Dogs and Grand Theft Auto V at #2 and #3, respectively. Since Cowen has only been tracking the numbers since June, and GTA V (as well as other games) has been available for pre-order for quite some time, expect actual numbers to be much higher.

Using the sales of the #1 game from last year, Call of Duty: Black Ops 2, as a measuring point for the Cowen ‘odometer’, here’s their list of the top 21 pre-ordered games right now:

  1. Call of Duty: Ghosts – 73.0
  2. Watch Dogs – 69.6
  3. Grand Theft Auto V – 58.4
  4. Battlefield 4 – 54.7
  5. Killzone: Shadow Fall – 30.3
  6. Assassin’s Creed IV: Black Flag – 29.2
  7. Forza 5 – 18.8
  8. Diablo III – 18.2
  9. Batman: Arkham Origins – 17.3
  10. Dead Rising 3 – 15.0
  11. Ryse – 13.2
  12. Saints Row IV – 10.1
  13. Knack – 7.7
  14. Gran Turismo 6 – 5.0
  15. Beyond: Two Souls – 3.3
  16. Wolfenstein: The New Order – 3.2
  17. DriveClub – 3.0
  18. Splinter Cell: Blacklist – 2.9
  19. The Bureau: XCOM Declassified – 0.4
  20. South Park: The Stick of Truth – 0.2
  21. Lost Planet 3 – 0.2

http://www.playstationlifestyle.net/2013/07/30/analyst-firm-has-call-of-duty-ghosts-as-the-most-pre-ordered-game-since-e3-2013-killzone-shadow-fall-1-on-ps4/

What do you think will end up as the best-selling game of 2013? Let us know in the comments below.



 

Playstation = The Beast from the East

Sony + Nintendo = WIN! PS3 + PSV + PS4 + Wii U + 3DS


We need some new discussion up in this bitch. It will pretty much die off if we continue like this.

Also, what day is today? I predict it's Saturday.



thought i would share this i just found on the gaf

http://www.dualshockers.com/2013/07/30/capcoms-deep-down-is-an-actual-game-cant-say-if-exclusive-or-not-more-info-on-panta-rhei-shared

was tempted to make a thread but im not dont reading it yet



I am Torgo, I take care of the place while the master is away.

"Hes the clown that makes the dark side fun.. Torgo!"

Ha.. i won my bet, but i wasnt around to gloat because im on a better forum!  See ya guys on Viz



 

Playstation = The Beast from the East

Sony + Nintendo = WIN! PS3 + PSV + PS4 + Wii U + 3DS


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lol at GT6 5.0



DD_Bwest said:
thought i would share this i just found on the gaf

http://www.dualshockers.com/2013/07/30/capcoms-deep-down-is-an-actual-game-cant-say-if-exclusive-or-not-more-info-on-panta-rhei-shared

was tempted to make a thread but im not dont reading it yet


Good find. Knowing Capcom, it aint exclusive.PS4, PC and XBO more likely. It looks impressive though.

 

"The Deep Down demo ran in real time at the PS4 presentation and displayed between 10 and 20 million polygons per frame.  It had a variable frame rate above 30 frames per second and a total texture capacity of 2 GB. It ran 30 different shaders at the same time."



 

Playstation = The Beast from the East

Sony + Nintendo = WIN! PS3 + PSV + PS4 + Wii U + 3DS


Someone answer my goddamn question in my previous post!



Weedlab said:
DD_Bwest said:
thought i would share this i just found on the gaf

http://www.dualshockers.com/2013/07/30/capcoms-deep-down-is-an-actual-game-cant-say-if-exclusive-or-not-more-info-on-panta-rhei-shared

was tempted to make a thread but im not dont reading it yet


Good find. Knowing Capcom, it aint exclusive.PS4, PC and XBO more likely. It looks impressive though.

 

"The Deep Down demo ran in real time at the PS4 presentation and displayed between 10 and 20 million polygons per frame.  It had a variable frame rate above 30 frames per second and a total texture capacity of 2 GB. It ran 30 different shaders at the same time."


also got this  http://game.watch.impress.co.jp/docs/series/3dcg/20130731_608483.html     but its in japanese which i dont speak at all.  " LukasTaves" on gaf gave a translation of bullet points using googoe translate 

 


Those DF shots make even more clear that we were actually seeing real time footage.

I took a glance of the watch article using google translate, there were some complementary info:

- 10-20 million per frame, 10x increase of the previous gen. However that's the amount of polygons per frame, it doesn't mean the scene is composed of 10-20 millions polys. For instance they have to redrawn any object that cast shadow for the shadow maps.

- To develop the engine and the game, they presumed Ps4 would be about 8 times more powerful than Ps3. From the specs Ps4 falls in line with they expected.

- The 30 shaders they are using are not comparable to previous gen shaders. With Dx9 and last gen shaders had to be much simpler because dynamic branching would destroy performance. Now they can have more complex/intelligent shaders and so they can use less of them to achieve the desired look.

- Apparently the Pc demo uses only 1.2GB of video ram (compared to Ps4's 2GB)... There's a explanation for that, but due poor translation I couldn't make sense of it.

- Apparently they are using tesselation for LOD, but not for drawing objects with higher poly count.

- For increasing geometry using tesselation, they used Catmull-Clark sub division surfaces, but that proved too resource heavy to be used everywhere. For the demo, it was only being used on the robe the witch was using.

- They are testing faster algorithms of tesselation that would allow them to enable tessellation on all drawn objects.

- For rendering they use Tile based deferred rendering, and for transparent objects they use a mix of foward rendering too.

- They talk about performances advantages of TBDR, but that is also impossible to understand, but I think papers on the tech shouldn't be hard to find.

- They seem to use physically correct shaders and area lights.

- They initially wanted to have real time GI using SVOGI (the same of the Ue4 demo). But creating and maintaining the octree was too heavy for the Ps4 to handle alongside the game.

- But the work done there allowed them to use the voxel cone tracing algorithm in more some areas. Specifically for the demo, this technique is used to handle the dragon's flames. Just like the UE4 elemental demo, voxel cone tracing allows an entire object to become emissive (in essentially, a light source). That was also used in the demo: The rocks and the shield that receive the flames become emissive of lights too.

- They talk about a 3d mega texture using GCN Partially resident textures. It could be useful for static geometry, and could be a way to get SVOGI working on the next gen consoles.

- In some place there they say that the flames propagation are actually simulated used fluid dynamics, and I think the voxel representation of the flames also helped that...



I am Torgo, I take care of the place while the master is away.

"Hes the clown that makes the dark side fun.. Torgo!"

Ha.. i won my bet, but i wasnt around to gloat because im on a better forum!  See ya guys on Viz

Weedlab! are you getting Dragon's Crown for Vita?